/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.instance;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.model.events.FOS;
import net.sf.l2j.gameserver.model.events.newEvents.NewFOS;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;

/**
 * This class manages all Castle Siege Artefacts.<BR><BR>
 *
 * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
 */
public final class L2ArtefactInstance extends L2Npc
{
/**
 * Constructor of L2ArtefactInstance (use L2Character and L2NpcInstance constructor).<BR><BR>
 *
 * <B><U> Actions</U> :</B><BR><BR>
 * <li>Call the L2Character constructor to set the _template of the L2ArtefactInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) </li>
 * <li>Set the name of the L2ArtefactInstance</li>
 * <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it </li><BR><BR>
 *
 * @param objectId Identifier of the object to initialized
 * @param L2NpcTemplate Template to apply to the NPC
 */
public L2ArtefactInstance(int objectId, L2NpcTemplate template)
{
	super(objectId, template);
}

/**
 * Return False.<BR><BR>
 */
@Override
public boolean isAutoAttackable(L2Character attacker)
{
	return false;
}

@Override
public boolean isAttackable()
{
	return false;
}


/**
 * Manage actions when a player click on the L2ArtefactInstance.<BR><BR>
 *
 * <B><U> Actions</U> :</B><BR><BR>
 * <li>Set the L2NpcInstance as target of the L2PcInstance player (if necessary)</li>
 * <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li>
 * <li>Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client </li><BR><BR>
 *
 * <B><U> Example of use </U> :</B><BR><BR>
 * <li> Client packet : Action, AttackRequest</li><BR><BR>
 *
 * @param player The L2PcInstance that start an action on the L2ArtefactInstance
 *
 */
@Override
public void onAction(L2PcInstance player)
{
	if (!canTarget(player)) return;
	
	if (this != player.getTarget())
	{
		// Set the target of the L2PcInstance player
		player.setTarget(this);
		
		// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
		MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
		player.sendPacket(my);
		
		// Send a Server->Client packet ValidateLocation to correct the L2ArtefactInstance position and heading on the client
		player.sendPacket(new ValidateLocation(this));
	}
	else
	{
		if (_isFOS_Artifact && player._inEventFOS && (FOS._started || NewFOS._started))
		{
			super.onAction(player);
			return;
		}
		
		// Calculate the distance between the L2PcInstance and the L2NpcInstance
		if (!canInteract(player))
		{
			// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
			player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
		}
	}
	// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
	player.sendPacket(ActionFailed.STATIC_PACKET);
}

@Override
public void reduceCurrentHp(double damage, L2Character attacker, L2Skill skill){}
@Override
public void reduceCurrentHp(double damage, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill){}
}
